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Hit Animation Trigger

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This Trigger Perform Hit Animation When Your Units Attacked The Animation Will Played.
V2 Changeloh:-Fixed Just Selected Units play The Animation,Now All units Will Play It.
If You Want To Use It Please Read This Trigger:
  • Hit Animation
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Animation - Play (Triggering unit)'s Death animation
      • Unit - Make (Triggering unit) Explode on death
  • Extras Features Random Drops
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Item - Create (Random level -1 Any Class item-type) at (Position of (Triggering unit))
(Currently I Working It To Serve With Huge Feature).
Please Comment Any Suggestion Or Bug And Error!.
Contents

Hit Animation Beta (Map)

Reviews
09:56, 28th Nov 2013 Maker: It is not a proper system, it lacks configuration and it is way too simple Spell Submission Rules You are also leaking locations You can ask for instructions in World Editor Help Zone or Trigger and Scripts forum

Moderator

M

Moderator

09:56, 28th Nov 2013
Maker: It is not a proper system, it lacks configuration and it is way too simple
Spell Submission Rules
You are also leaking locations
You can ask for instructions in World Editor Help Zone or Trigger and Scripts forum
 
Sorry Im Newbie In This Website :D

That is ok. In the upper right corner of your spell click the update button.

Then in the spell description add the triggers using the tutorial i posted and use hidden tags.

Example:

  • trigger1
here is the code.

[hidden="on hit trigger"][trigger]trigger1[/trigger][/hidden]
 
Level 19
Joined
Mar 18, 2012
Messages
1,716
A system should always either provide something unique or a common idea but very well executed.
For instance a footman dies --> create a random item is not a system.
A system would be A unit dies --> create an item out of an itempool which is linked to the dying unit unittype. The main system code should be not configurable, because it pursues a given goal. On the other side some values should be configurable / dynamic in order to adopt the system to the users needs.

Based of the headline, your idea was to create a response attackanimation to an attack event. Thus your system should provide configurable unique attack animations per unit model (best would be by id). Also a timeout to prevent spaming plus the option to add actions on attack. An animation only, is not interesting in the long run, as it does not influence ingame actions.

Eyecandy is on the one side nice to have, but what really sticks people to a game is ingame mechanics. --> Can I be better than others in certain actions. Is there a learning curve. Such issue provide replayability.

More specific: a unit dies --> create an item. Many spells written in GUI ( Your post is GUI aswell) create tons of units just for missles, or similar spell action. All these missiles will either be removed or die. If they die a random item will be created .... -> ~15 items withing 1 second, depeding on the spell, therefore a filter is defently required here (check for 'Aloc', Locust).

A footman takes damage --> What happens if I'm not using footman, but paladins or a custom model?

This Demo Including Hit Animation Beta
Posting a beta demo is not an option in the spell section. Your resource should be 100% finished from your point of view. This is not an interactive forum section to improve or develop your code.
In other words in your eyes your code should be complete. Users and especially moderators may point out the mistakes you've made.
 
Level 3
Joined
Nov 27, 2013
Messages
10
A system should always either provide something unique or a common idea but very well executed.
For instance a footman dies --> create a random item is not a system.
A system would be A unit dies --> create an item out of an itempool which is linked to the dying unit unittype. The main system code should be not configurable, because it pursues a given goal. On the other side some values should be configurable / dynamic in order to adopt the system to the users needs.

Based of the headline, your idea was to create a response attackanimation to an attack event. Thus your system should provide configurable unique attack animations per unit model (best would be by id). Also a timeout to prevent spaming plus the option to add actions on attack. An animation only, is not interesting in the long run, as it does not influence ingame actions.

Eyecandy is on the one side nice to have, but what really sticks people to a game is ingame mechanics. --> Can I be better than others in certain actions. Is there a learning curve. Such issue provide replayability.

More specific: a unit dies --> create an item. Many spells written in GUI ( Your post is GUI aswell) create tons of units just for missles, or similar spell action. All these missiles will either be removed or die. If they die a random item will be created .... -> ~15 items withing 1 second, depeding on the spell.

A footman takes damage --> What happens if I'm not using footman, but paladins or a custom model?


Posting a demo is not an option in the spell section. Your resource should be 100% finished from your point of view. This is not an interactive forum section to improve or develop your code.
In other words in your eyes your code should be complete. Users and especially moderators may point out the mistakes you've made.
Im Just Wanna Your Suggestion To Fix This Trigger
 
Level 19
Joined
Mar 18, 2012
Messages
1,716
Im Just Wanna Your Suggestion To Fix This Trigger
Fixing means something has been done wrong. What you posted here is not a system. It is an explicit actions response on an event. A system is something like for example a calculator. It provides different math operators depending on the users needs.
What you offer is only 1 + 1. :/

For fixing: You need an hastable which saves on parent key unittypeid's on child key animations per index. On attacked event you load that animations and play it.
Then you add that unit to a group in (vJass you could tag it with something like a boolean or integer). While beiing in the group no response animtaion will be played (IsUnitInGroup) Remove that unit after a defined period of time from that group.

Also take a look into this Things that leak
 
Level 3
Joined
Nov 27, 2013
Messages
10
Fixing means something has been done wrong. What you posted here is not a system. It is an explicit actions response on an event. A system is something like for example a calculator. It provides different math operators depending on the users needs.
What you offer is only 1 + 1. :/

For fixing: You need an hastable which saves on parent key unittypeid's on child key animations per index. On attacked event you load that animations and play it.
Then you add that unit to a group in (vJass you could tag it with something like a boolean or integer). While beiing in the group no response animtaion will be played (IsUnitInGroup) Remove that unit after a defined period of time from that group.

Also take a look into this Things that leak

Okey I Will Try It If I Have A Time(Im So Busy)
 
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